Class Information
- Grades: 7–12 (students must be 13 or older to participate in this class)
- Lesson timeframe: One week, depending on student familiarity with Fortnite Creative
- Featured tool: Fortnite Creative
- Class / learning environment: A Fortnite-capable device with a one-to-one device-to-student ratio, and with Internet connectivity. A computer lab or mobile laptop cart should provide the ideal environment.
Game Design and Development. This class is designed as a quest or choice-based learning environment that provides students with opportunities to take different approaches to meeting the learning outcomes based on their own interests, in terms of content as well as project options. Classroom has computers available for all students with flexible seating.
Author Contact
Author, Organization/Role: Steve Isaacs, Bernards Township Schools / Teacher
Twitter: @mr_isaacs
LinkedIn: steve-isaacs
Lesson Overview
Who doesn’t love a good Rube Goldberg Machine? Full of humor and wit, and based on simple machines, Rube Goldberg inventions are described as overly complex machines comprised of a number of automated actions to solve a simple problem. I can only imagine how thrilled Rube would have been if Fortnite Creative had been available in his day. In this lesson, students will learn about simple machines, engineering, and automation. They will design and build a Rube Goldberg Machine in Fortnite, using the Creative toolset.
We hope you’re not afraid of heights…
Students will create a Rube Goldberg Machine using Fortnite Creative. In the process, they will:
- Learn about simple machines.
- Apply the Design Thinking Model to create a complex solution to a simple problem.
- Demonstrate an understanding of automation, physics, and engineering principles as they design and build their functioning machine.
- Develop and test hypotheses while engaging in the iterative design process.
ESSENTIAL QUESTIONS/BIG IDEAS
- How does the design thinking process support creative problem solving?
- How does hypothesis development and testing inform the design process?
- How do simple machines contribute to automation?
LEARNING OUTCOMES/OBJECTIVES
The student will be able to:
- Identify simple machines and their purposes.
- Develop and test a hypothesis.
- Create a Rube Goldberg machine comprised of a variety of simple machines that create a complex solution to a simple problem.
- Create a problem in order to develop a solution.
- Understand some of the basic principles of physics.
LEARNING ACTIVITIES
Hook
Show a selection of the following videos (These could be shown at different points throughout the project to maintain excitement about what’s possible):
- Baller’s Adventure Video: A Rube Goldberg Machine Created in Fortnite Creative
- Audri’s Monster Trap
- This Too Shall Pass: OK Go Music Video Featuring Rube Goldberg Machine
- Getting an Ice Cream: Purdue Society of Professional Engineers Rube Goldberg Team 2016
Instruction: Rube Goldberg, Simple Machines, and The Design Process
- Rube Goldberg: A Cultural Icon: Read and discuss.
- Simple Machines: Watch, then review the types of simple machines:
- Lever
- Wheel and axle
- Inclined plane
- Wedge
- Pulley
- Screw
- Have students define simple machines in their own words, and identify examples of each from everyday life (sample worksheet attached.)
- Discuss the Engineering Design Process / Iterative Design Process: https://www.teachengineering.org/k12engineering/designprocess
Exploration
Experiment with Fortnite Creative to get a sense of the different devices and how they work in order to automate functions in the game.
- Create one automated process using Fortnite Creative. Use the building tools (prefabs, galleries, devices, and so on).
Iterative Design Process
- Design: Determine a simple problem to solve (such as getting a ball into a basket):
- This could be a problem provided by the teacher, or students can come up with their own simple problem to solve.
- Develop an elaborate (complex) plan to solve this simple problem.
- Develop a storyboard (series of sketches) to brainstorm the problem and its solution.
- Develop: Begin development in Fortnite based on initial design /storyboard.
- Peer Testing / Feedback
- Iterate: Iterate on initial design based on feedback
- Peer Testing / Feedback
- Complete Rube Goldberg Machine: Complete the project based on final feedback.
- Create Video Walkthrough: Optional if unable to show project in Fortnite.
Culminating Activity
Gallery walk or video presentations.
RESOURCES
Compilation of Rube Goldberg Resources
The following downloads are also available with this lesson:
Assessments
Completed Project
Rube Goldberg Machine Created with Fortnite Creative.
Deliverable
Completed Fortnite island or video playthrough of Rube Goldberg Machine.
Rubric
A downloadable rubric is available with this lesson.
Standards Mapping
ISTE Standards
3 Knowledge Constructor
- Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories, and pursuing answers and solutions.
4 Innovative Designer
- 4a: Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
- 4c: Students develop, test and refine prototypes as part of a cyclical design process.
- 4d: Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
5 Computational Thinker
- 5c: Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
- 5d: Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
6 Creative Communicator
- 6c: Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
Next Gen Science Standards
Motion and Stability: Forces and Interactions
- MS-PS2-1: Apply Newton’s Third Law to design a solution to a problem involving the motion of two colliding objects. Energy
- HS-PS3-3: Design, build, and refine a device that works within given constraints to convert one form of energy into another form of energy.
Engineering Design
- HS-ETS1-2: Design a solution to a complex real-world problem by breaking it down into smaller, more manageable problems that can be solved through engineering.
Interdisciplinary and 21st Century Connections
This lesson covers areas related to engineering, science, and multimedia design. This lesson integrates all areas of STEM / STEAM.
21st Century Connections:
- Critical thinking
- Creativity
- Collaboration
- Communication
- Technology literacy
- Flexibility
- Leadership
- Initiative
- Social skills
Modifications and Accommodations
Provide students with the option to use a different tool to create a Rube Goldberg Machine:
- Use a different digital tool to create a Rube Goldberg Machine
- Create a physical Rube Goldberg Machine
- Incorporate adaptive controller / game controller if necessary.